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Hi, I am just getting my new PC setup and I am trying to get the play in editor feature to work so that I can just hit the play button and run the game. I have the quest 2 hooked up through a link cable and I can get the game to run on it when I press play I am not getting any kind of rotation from the headset or the controllers. It seems like it only tracks position. When I deploy to the device it works as expected. Does anybody know what it could be. I put a breakpoint inside of TrackedPoseDriver.OnRotationUpdate and it never gets it, though I did verify that the action is binding. TrackedPoseDriver.OnPositionUpdate on the other hand, does get hit. Thanks
Hi,is there a reason why Oculus.Platform.Models.Error does not have a property for DisplayableMessage and Oculus.Platform.Message does not use ovr_Error_GetDisplayableMessage to set this property? using latest unity integration 28.0. kind regards,anders.
Hi everybody! I have various models of 3D captures of people, my goal is to animate the lips as they speak. I'm trying to use the Oculus LipSync tool for Unity. (https://developer.oculus.com/documentation/unity/audio-ovrlipsync-unity/) to do this, however it doesn't seem to work with my models and I can't figure out why. Is it possible to use this tool for 3D models as scans? (For example, similar models can be found here https://renderpeople.com/free-3d-people/, but the plugin still doesn't work on them), and what features a 3D model must to have? From the guide I understand that I only have to mount the various scripts on my model and it should works, I'm doing something wrong?
I'm having a problem finding and joining to sessions with UE4.24.3 (Oculus integration). I have set up a pool and I can create a session and travel the host to a map with open level and ?listen. The session is created, I can see it in the matchmaking debugger and app UI, however clients cannot see any sessions. DefaultEngine.ini has been setup, I followed the advices here: https://forums.oculusvr.com/developer/discussion/72595/fixes-for-common-ue4-oculus-platform-issues-before-submitting-to-store#latestI uploaded the build to the RC channel, and tested it with another user, who is subscribed to that channel. I look for sessions by opening the UI, which generates clickable buttons for every session. Clicking on these buttons should join the client to that particular session. The Find Matchmaking Sessions node succeeds, but Results array is length 0. Any advice about what i am doing wrong would be much appreciated. ::smile:
I'm trying to profile a Unity app on the Quest 2, but I'm having trouble setting the GPU level. Here is what I've been trying to do:I'm checking the current GPU level using adb logcat -s VrApi (under CPU4/GPU). It seems to hover around 2 or 3.I tried using adb shell getprop debug.oculus.gpuLevel, but by default this returns nothing. I assume this property doesn't refer to the actual GPU Level but the enforced GPU Level, so having it empty means dynamic GPU level.In my Unity project, I'm using:OVRManager.gpuLevel = 2;to try and fix the GPU level. This seems to be ignored by the Quest (logcat still reports GPU level 3 sometimes). Moreover, using adb shell getprop still returns nothing. Shouldn't that one pick up the fixed GPU Level now?Alternatively, I tried using adb shell to fix the GPU level at runtime using: adb shell setprop debug.oculus.gpuLevel 2 When I do that, getprop does pick up on the value I've set, but the GPU level reported by logcat still fluctuates sometimes.Any ide
So, I created a test scene to test controller presence and functionality following a guide I found online. The only problem is, whenever I hit "Build and Run", it doesn't build it onto my headset. I found this out when nothing was working and I tried removing a cube. Sure enough, it was still there. I removed the project and tried to rebuild it. Still nothing. Any ideas? Thanks in advance for any help!
Hello, i want to develop oculus quest multiplayer app, with the sessions, host and listeners. How i should to develop multiplayer with Oculus SDK? Coz in the steam, i can find a lot of tutorials how to connect SDK, how to do a host or listener, via blueprints (it's great and easy) c++, and other parts. It's will be good to have tutorials how setup Oculus SDK (i think from Oculus UE4 version) how to do a multiplayer setup with oculus documentation, a simple multiplayer project or video tutorials (will be the best for UE4 devs, coz we like blueprints and visual parts) it's will be helpful.
Hello there,I've looked into adding basic support for "Invite Friend to Session", "Accept Invite", "Reject Invite" and "React to Invite".Now I did things like these with Steam already, but it seems like Oculus didn't implement all needed functions.Here is how I would expect it to work:- PlayerA invites PlayerB to an open game, either via InGame FriendList, using the UniqueNetId and the SessionInterface, or via Oculus own UI.- PlayerB receives the invite, inside the Game and outside the Game in Oculus own UI.Now either:- PlayerB decides to reject the Invite either through InGame UI or Oculus own UI -> Notification closes, nothing else should happen.OR- PlayerB decides to accept the Invite either through InGame UI or Oculus own UI -> Notification closes, PlayerB joins PlayerA's session.Now some of this works, other things aren't documented or no one really asked about that yet.I found one post on this forum, but it was never answered by you.What I know how to do is:- Invite a Frien
My game has an open world running on a dedicated server where clients can join and leave any time. It also has PvP sessions using Oculus' matchmaking service. To use the matchmaking service I have to use the OculusNetConnection net driver. If I set this up in DefaultEngine.ini, then clients can host/join games, but they are not able to connect to the dedicated server due to 'Connection TIMED OUT'. If I roll back to the default UE4 netdriver, then clients can join to the dedicated server, but obviously they can't make sessions. How can I connect to the dedicated server using OculusNetConnection? Here is the DefaultEngine.ini:[OnlineSubsystem]DefaultPlatformService=OculusbHasVoiceEnabled=true[OnlineSubsystemOculus]bEnabled=trueOculusAppId=**********************RiftAppID=**********************[Voice]bEnabled=true[/Script/OnlineSubsystemOculus.OculusNetDriver]ServerTravelPause=4.0[/Script/Engine.GameEngine]+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="/Script/OnlineSubsys
Hello everyone,I'm currently setting up a test project to make sure everything related to hosting and joining a session is working.I enabled full debugging on the Logs of UE4 as well as using the Tools you provide for listing active rooms.The setup:I'm using the Launcher Version of 4.18.3. The project was created with that version, so not updates happened.I'm packaging the projected and using this version on both PCs.Both PCs have Oculus Home running and a Rift connected.The "MainMenu" map is called "TestMap", while the "GamePlayMap" is called "GamePlayMap".Creating a session opens "GamePlayMap" as a ListenServer.What does work:Both Player's Entitlement check is successful.PlayerA can "Create" a Session for a BROWSE POOL (CUSTOM_POOL).PlayerA travels to the "GamePlayMap" as a ListenServer.PlayerB can "Find" the Session via that BROWSE POOL (CUSTOM_POOL).Calling "Join Session" on the Session result connects PlayerB to PlayerA.Dumping the Session Information on PlayerA shows PlayerBs ID
Users of Unreal Blueprints an NOT make apps for App Lab at this time. Even if you manage to get past the herculean demands and labyrinthine hoops, at the end, you'll always be sabotaged by Android Permissions. The "ManifestRequirementsOverride.txt" can be used to turn off a few, but still others will require untouched. The rats nest of Plugins makes it more likely you'll disable your own game before you disable even a few of these "Permissions". I found one solution, but it requires you RECOMPILE an entire Unreal Component and customize it to prevent Permissions from being asked. This is a daunting task for a Blueprint user. Unless Oculus relaxes their strict Permission policies or Epic finally makes a tool to remote all Permissions, Unreal Engine Blueprint users are sunk.
Hello,I have been trying for a while now to get Unreal to find Oculus sessions that I create but nothing I do seem to make it work and I am not sure why at all.Is this meant to work with blueprints?I have tried with both simple default Pools, Advanced Pools and Custom Pools.But never got a valid return from the FindMatchmakingSessions blueprint node.I get Oculus user ID's fine so I know the basic setup is correct. Also I manage to create the session fine.I just never seem to be able to find the sessions, allowing me to then join them.This is one of the ways I have tried:gets me: (note, the 'join' in the screengrab here is by the id that did the create session, ie an auto self join)But then I don't get any data doing:We are using UE4.18.1Is there anyone that can clarify how this is meant to work?I need to get that 'Result' array so that I can chose and feed into the 'Join Session'.CheersFredrikUPDATE: The magic combination seemed to be to use a 'Custom' pool and also o
Hi, When connecting the quest2 over usb the headset start charging and there is also a usb prompt in the headset but Oculuss app says there is no headset plugged in. Pairing a new headset doesent work as well because the oculus app doesent find the plugged in headset. The airlink doesent work as well. Windows says that Coudnt find any headset after trying to enable the airlink Any sollution?
Is there anyway to cast one Oculus 2 to another Oculus 2 ? We need to set up one Oculus device still and live streaming to another device. Does anyone try this?
I have a team of excellent artists and Unreal Engine 3D modelers and am looking for a app development team to work with us to create an Oculus Quest app. I have looked on upwork and have not found what we are looking for. Does anyone have any other suggestions?
Hello, I'm working on an immersive animation in 360 stereoscopic, I intend to sell it at the oculus store, I developed an app, which basically is a main room where the user can see information about the film and choose subtitles, (English and Chinese) and another where the animation plays, everything is working perfectly, but I have several doubts. 1 - the app was developed at unity. I can put the embed video on the app. and so I believe the app will be around8 gigs in size. what I think shouldn't be a problem. I could put the video on a private host of mine and the app stream the video on the app,is this allowed by oculus or recommended? but there if the userhas a bad internet I run the risk of the user experience not being good.2 - 2 - if it is allowed to use an external host to play my animations. how would I go about placing a purchasing system? where would a scene from unity pull other scenes with the content?3 - I currently think about putting an animation per app. where th
Hello, I'm working on an immersive animation in 360 stereoscopic, I intend to sell it at the oculus store, I developed an app, which basically is a main room where the user can see information about the film and choose subtitles, (English and Chinese) and another where the animation plays, everything is working perfectly, but I have several doubts. 1 - the app was developed at unity. I can put the embed video on the app. and so I believe the app will be around8 gigs in size. what I think shouldn't be a problem. I could put the video on a private host of mine and the app stream the video on the app,is this allowed by oculus or recommended? but there if the userhas a bad internet I run the risk of the user experience not being good.2 - 2 - if it is allowed to use an external host to play my animations. how would I go about placing a purchasing system? where would a scene from unity pull other scenes with the content?3 - I currently think about putting an animation per app. where the app
Hi!I`m trying to create a Hello World of a Quest app connecting to a dedicated server running on the same home wi-fi. As I understand this should work easily.I`m using the latest 4.24 Oculus UE branchI can run the server and join it locally thru localip on windows, but when I launch a client on Quest, it only loads up the entry map, the Open blueprint method (ip to my windows server) executes, but nothing happens. The app is running fine, logs show no failures.I`ve gone through all the server and oculus quest tutorials that I could find, but none really mention this combination that I need. Maybe I`m missing something trivial.0]LogWorld: Bringing World /QuestHands/Maps/entryMap.entryMap up for play (max tick rate 0) at 2020.07.19-23.59.1407-19 23:59:14.748 12890 13846 D UE4 : [2020.07.19-20.59.14:748][ 0]LogWorld: Bringing up level for play took: 0.00106707-19 23:59:14.749 12890 13846 D UE4 : [2020.07.19-20.59.14:749][ 0]LogGameMode: FindPlayerStart: PATHS NOT DEFINED or NO P
I'm trying to set up multiplayer in an Oculus Unreal project, just using LAN for now. It finds the session and the JoinSession node succeeds, but it doesn't proceed to the level. The logs say it uses port 0, which seems wrong. Even though I have DefaultPlatformService=Null, I do have OnlineSubsystemOculus enabled. Is there something about that which would set the port to 0?I tried looking at the Oculus PlatformSDK Unreal sample, but I don't know how it works. Do I need two different user IDs to test that?
Hi,I have been developing a free web app which supports 3d VR rowing. https://ergometer-space.org/ I recently added WebXR support especially for vr glasses. So far I have been testing WebXr with an android phone and an emulator. But I think it is time to try a real vr headset. The thing is that my app needs a browser which supports web blue tooth and webXR. Theoretically this should work on an oculus quest 2 because it uses chromium and the hardware supports low power blue tooth. I want to know if it works buy a headset. Is there any one which has experience with web blue tooth and the oculus quest 2? Or can some one start the web site and check if the connect button starts a list of blue tooth devices? Thanks
We've been having this issue where after a player joins a multiplayer match, he will sometimes leave or crash or otherwise become disconnected. When he or other players then try to join a match, the player who disconnected actually shows up in the server list as *hosting* a match. The FindMatchmakingSessions node is returning a non-working session result with the name of that disconnected player for the name of the server.Anyone else seen this? Is that a bug, and is there any way to detect that it is a bad server? The session result doesn't seem to provide any other information than NumPlayers, MaxPlayers, Server Name and ping. Maybe I can check the ping, idk, but it seems like a poor solution...
In this post, you will find potential fixes for UE4 issues with VRC.PC.Input.3, VRC.PC.Input.2, VRC.PC.Input.10, VRC.PC.Functional.3, Leaderboards, Achievements, and Online Sessions. Feel free to jump to the point you need instead of reading everything, but I'm sure you will read these tips more than once. :) ----------Background:It's been almost 2 months since I started to implement the Oculus platform in my game to be compatible with the Oculus Store guidelines, and it's been a bumpy journey for many reasons. Thanks to the UE4 community and the Oculus Developer Support team with their fast and active responses, all has been solved in a short time. Below, I will describe in detail every single issue I faced, which should help you if you're facing the same problems:Main reason for me was bad timing, Oculus had a bug on their "online session" (but the fix is available now and probably merged with 4.21.1 ) , as for Official Epic launcher version of UE4 still have
Hello,While submitting the game for Quest, developers have the option to submit their "TERMS OF SERVICE". But when the user downloads the game on Quest, there's no option to accept the developer "TERMS OF SERVICE". Is there a way to implement this wherein, when a user downloads the game he can accept to the developer "TERMS OF SERVICE" similar to Steam.
Hello!I'm trying to get OVR platform services working, but I stumbled upon a problem in the following steps:1. Initialize platform with `ovr_PlatformInitializeAndroid`2. Check entitlement with `ovr_Entitlement_GetIsViewerEntitled`3. Trying to get logged user info with `ovr_User_GetLoggedInUser`All steps aren't rasing any errors, but function `ovr_User_GetID` returns 0 and function `ovr_User_GetOculusID` returns "".My account is added to the organization and has the admin's role. Cloud storage, for example, is working. Can you help me with this?
Hello,I have a question about the guardian boundary setting.How the oculus save/remember the guardian boundary setting?+ There should be a certain threshold that decides 'This environment was same as previous or not.'I want to know how oculus compares the previous/current environment and judge whether they are identical or not.Is there any open source/code/document related to this issue?Thanks.
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